Tuesday, February 10, 2026

4th Edition: Battle #016 Group Game of Hold the Line

Intro and Lists

Kenny and I were paired up for Northwoods Doubles 2026, with some Elemental-themed Forces of Nature and some Undead, respectively, and more about our lists can be found here.

Our opponents for the second game of the day have been around, but this was my first time actually playing them. Up against us were Kyle Pietsch and Conner Murphy, organizers of the Renegade GT and the upcoming US Masters for 2026, hosted in the Twin Cities later this year. Kyle was running a blog-first with the new hotness that is the Xirkaali:


I admittedly have yet to even crack open the Invasion book, but even second-hand the Xirkaali seem quite strong, getting abundant Speed 7, abundant Strider, and lots of lots of powerful units. Being my first encounter, I don't have a baseline, but the list seemed strong with a Slayer Aura from the Kaiju-Slayer Warlord, core units with an ungodly amalgam of Phalanx, Def5, Strider, CS1 and Speed 7, and then some high-attack berserker-like units to round things out. While lacking Pathfinder, this list in particular and the army in general seems really aggressive.


Connor was running the perpetual Twin Cities Favorite of Ogres, but with basic Warrior blocks, Boomers to shoot and screen again, and two neat heroes, with the Matriarch for a cheap Rally and Very Inspiring, and Arokamorra, a unique Hunter-themed Hero, to apparently do a bit of everything except Inspire.

Table and Terrain

The event was in Reedsburg, WI, and we were throwing down at the neat, multifunctional community center. The Forests were Height 10, the Buildings Height 7, Hills 3, Obstacles Height 2, but just for cover purposes, and the rough terrain here was a full, sprouting field and played as Height 1. Being a Northwoods event, one of the flat pieces of terrain was a third forest.

At some previous Northwoods events, we had used a veto and pick system for scenarios here, but that was tossed, with the TO revealing the scenario for each round as team pairings and tables were announced.

Overview of the table. Ignore the spare, blank base.

The second game was Hold the Line. There is a 12” band running down the center of the board, split into thirds, and controlled by Unit Strength. The left and right are each worth 2 Points, and the center worth 3 Points, if controlled at the end of the game. A team will typically need to control two zones to win, unless the battle is particularly bloody.

We gain lost the roll for sides, and our opponents wanted team drops, with each pair dropping something every rotation to speed things up. The tournament is loose, and didn’t specify, so fine by us! They picked their side and got to it.

Our opponents chose to mix up their lines. We have a Xirkaali Wildfang troop on the left to keep me honest, a building, Arokamorra, a Warrior Regiment, the Matriarch, both Boomers in the terrain screening for the Regiment of Xirkalli Wildfangs, the second Ogre Warrior regiment out on the right, with the Khulan Luke the Kaiju-slayer and both Spearwarden Regiments on the far right.

The Wights were my list drop, and unfortunately, wouldn’t fit in the slim corridor on the left, so they ended up just a bit behind the starting line, and the intent was to give them the Non-Shambling Order so they could start making progress towards the center of the field.

So they are there, with Skeleton Spears ready to sit and hold down this zone, Zuinok nice and central, the Revenant horde ready to commit to hold the center, and Zombie Trolls to help block and support that push.

After the first game, Kenny was recalibrating. The Undead are wide with the infantry hordes, but I think the Elementals need to be more compact. The Fire Elemental Troop and Earth Elementals ended up in the woods with the Intern Druid. The Water Elementals ended up on the line, supported by the Gladewalker Druid, with the Air Elementals angled behind.

Seeing the table, my suggested plan is to play for the narrow win. If I can force a fight, the left should be mine, and we should be able to bring a lot of weight into the center. If the Elementals can delay the right and assist in the center, I think we got this.

However, Team Compost again loses the roll for turn order, and our opponents, who will be known as Team Xogres, start things off.

Top of Round 1: Team Xogres (Them)

On the right, the Spearwardens move as quickly as they can while keeping a sensible line, with one stopping to pivot and see around the woods, and one putting their front facing into the woods to see out of it. With innate Strider, the pack won’t have a tough time with the woods and are applying a lot of pressure. The Kaiju-slayer lurks nearby, but I believe is outside of the woods.

The Xirkalli push out, with the exception of all the stuff stuck in the field.

The Ogre Warriors move up, keeping a general line, and seeing past the woods on the left, projecting threat into the center.

The Boomers move up, but are stymied by the terrain, and have no shots yet. Their delay slows the Xirkalli Wildfang regiment as well.

A Wildfang troop looks to harass the Undead line.

The Matriarch lingers nearby, with the Ogre Warriors and Arokamorra lurking as well.

On the left, the Wildfang troop repositions, looking to zone out the Wights and keep them honest, threatening flanks or even rears should I get too greedy moving them towards the middle too soon.

Bottom of Round 1: Team Compost (Us)

Without moving, Zuinok does have the range to command the Wights to lose their Shambling. We have no charges, but move up as far was we can, and pivot. We should be keeping the Wildfangs in front arc, and threatening a fly into the center next turn should they decline to fight. I think they need two pivots to get to the left of the Wights, and the table edge will prevent them from really getting around me. I should be able to pivot, Surge, and pick them up if they decline to fight.

The Wights try to forge the issue.

The Spears shamble up their 5 inches. The eventual goal is to get them pretty even with the building opposite me, and just sit and hold this zone. We’re off to a good start there. Zuinok inches up as well. I think I am wary, and don’t Surge anything up, though probably could have been bold and tried it with the Skeletons. Oh well.

The center of Team Compost inches up.

The Revenants inch ahead, but don’t even more their Speed if memory serves. Delaying is the plan, and I don’t want them in danger until later in the game, if I can help it. The Trolls do move up their Speed though, looking to add some muscle and Nerve to any fight that does break out in the center.

The right for Team Compost goes a little crazy...

The Fire Elementals shamble up as well, as do the Earth Elementals. The Gladewalker sits in the woods… and then Kenny gets an idea…

The Water Elementals can move, and get their front into the woods. He needs 6 more inches to reach Khulan Kaiju-slayer, but can chain both the Gladewalker Druid and the Intern’s spells to attempt it. The Intern fails his striding Command but the Gladewalker steps in, and then he is able to chain the Surges for 7 success to get into combat. The Water Elementals land the expected 7 damage, but we do fail to move the legendary Slayer, as should probably be expected. This isn’t really delaying things wisely, but Kenny assures me that he’s just setting up for an Insanely Courageous hold and a noble last stand for the splashy elementals…

A long surge charge with large infantry into the Kaiju-slayer.

The Air Elementals shuffle, more wisely maintaining a threat range while staying safe themselves.

Top of Round 2: Team Xogres (Them)

The Spearwardens are both wary of the Air Elementals, with both pivoting, moving, and pivoting again to just get around things and into better future positions.

Khulan holds, with a regiment of Ogre Warriors coming to aid him in the front (cleanly, I think), with the Warriors commanded to be Elite, and a Boomer troop hitting the Water Elementals in the flank, hindered. A rough 16 damage lands, but as-called by Kenny, the Water Elementals are indeed found to be Insane!

..and Kenny called it! The Water Elementals are insane!

The other troop of Boomers move up and out of the field, taking shots into the Zombie Trolls, and land 3 damage. The Matriarch keeps pace, as does the second regiment of Warriors, and Arokamorra.

The Wildfang troop declines to fight. 

On the left, the Wildfangs do opt to be sly, taking their two pivots and tucking in out of arc of the Wights.

Bottom of Round 2: Team Compost (Us)

I was not measuring things carefully, but I am thankfully able to get into casting range of the Wights, who are then able to pivot and be surged into the Wildfangs. Furthermore, the rolls are kind enough, and on 8 damage, we are able to pick the Wildfangs up in one-go, and then spin around for our victorious reform.

The Wights make it in, despite no double-checking of my ranges. Phew!

The Skeletons again shamble out, and are blocking off this zone and third of the board nicely.

The Fire Elementals make a hindered charge into the Boomers, which I am not a big fan of, as they are unlikely to remove them, and don’t, landing just 3 damage, and leaving the Fire Elementals very exposed.

Most of the Elementals are already heavily committed, but not the one you'd most expect...

The patented feast-or-famine “Kenny-Math” is in full effect this turn. Engaged on two facings, the Water Elementals cannot reform, so throw their attacks into Khulan, and struggle against the Def6, landing just 2 more damage, and taking him up to 9 total. Regen, a Heal Command and two Heal Spells take the Water Elementals down to just 6 damage.

Greatly outnumbered, the Elementals struggle to reform.

The Earth Elementals get Strider, and roll up 28 hits into the flank of the Boomers flanking the Water Elementals, but on 2’s this amazingly only translates into 8 damage.

Again the Air Elementals shuffle about.

Top of Round 3: Team Xogres (Them)

The right has seen some daring plays and statistically ridiculous dice, but with almost everything already committed, it all starts to come crashing down for the Elementals this turn.

Spearwardens in the woods are able to connect and charge the yielding Intern Druid, hiding in another woods. They will land 7, break the Intern and overrun into the Gladewalker, who will take 5 damage but ultimately hold.

Just the charges on the right so far... 

The Wildfangs in the field are able to make a Striding charge into the flank of the Earth Elementals, with the Spearwardens from the far right joining in the front.

Three Elementals and the intern all fall this turn.

Khulan halts again, and since the Water Elementals could not reform, the Ogre Warriors are able to wrap-around with a reform of their own on this turn, and get the Elite order again. The Water Elementals will be devastated and routed this time.

The injured Boomers successfully Withdraw, ending up back in the field, with the Matriarch and Ogre Warriors hitting the Fire Elementals in the flank, landing 15 damage and routing them too.

Arokamorra moves up to toss a Snapper into the Zombie Trolls, and lands a damage at range to take them up to 4 damage total.

Bottom of Round 3: Team Compost (Us)

Well…. I am liking my personal position, but with the Elementals essentially gone with what, a Boomer Troop to show for it, I am not liking the outlook for Team Compost anymore.

On the right, the Air Elementals are able to get a clean flank into some Spearwardens, but the dice are not with us, and the Elementals slightly underperform, landing just 7 damage, and it’s too tall an order to best them. We’re hitting in the flank and avoiding Phalanx, but Nerve 17 and Def5 means these are incredibly hard to move.

The Air Elementals go in.

I feel the need to toss the Trolls at something, and pick Arokamorra, as it will not be hindered. She is Ensnaring though, but is also a smidge more likely to be moved with a lower Nerve. The Dice say absolutely not though, and only two damage makes it in, and the hero easily holds. In retrospect, I was wary of having the Revenants piled into, forgetting only two units can hit a facing now. There is definitely an argument to hold the Zombie Trolls back and try to counter-punch here.

The Revenants move up and take the hill with a pivot, and are holding the center zone for me, for now.

Both the Trolls and the Air Elementals bounce.

Zuinok commands the Wights to lose Shambling, and they fly up at the double, looking to help in the center. My warlord then moves as far as he can towards the fights, to try and keep things Inspired.

The Skeleton Spears are holding down the left zone, as-intended, but things are looking grim for Team Compost.

Top of Round 4: Team Xogres (Them)

With Arokamorra holding, the Ogre Warriors are able to flank the Trolls, getting Elite. I’m on 3 damage, the Character will land 4 more, and the Warriors thump 17 more, devastating and routing the Trolls. The Troll’s charge was a long-shot play, but this is scary.

Able to spy my right corner, and with a hot Wild charge, the Wildfang regiment is able to get in against the Revenants, landing 6 damage.

Some Wildfangs make a surprise charge into the Revenants.

The Spearwardens are able to slay the Gladewalker, who did not do anything last turn as I recall, and Spearwardens plus Khulan are able to thump the Air Elementals and rout them, removing the last of the Elementals from the field.

Bottom of Round 4: Team Compost (Us)

The Wights can’t fit or align to get into the Ogre Warriors, so charge the Ensnaring Arokamorra. They underperform slightly as well, landing just 5 damage, and the character holds with a very low Nerve check from me.

The Undead try to hold the line.

Zuinok gives +2 Lifeleech to the Revenants, and hits the Wildfangs with a damage Wither and Perish, but the Revenants underperform as well, landing just 4 damage, taking the Wildfangs to 7 while Lifeleeching down to 3 damage.

We’re on the backfoot, and with everything underperforming in combat this turn, we’re circling the drain.

Top of Round 5: Team Xogres (Them)

The Wights take a charge from the Ogre Warriors, who land 8, Arokamorra lands a nice 4 damage thanks to Slayer, and the Brutal +1 Aura is enough to pick the Wights up without issue.

More charges into the Revenants.

The Weakened Wildfangs land their expected 4 damage, taking the Revenants to 7, but Ogre Warriors with an Elite Command land their expected 7 as well, taking the horde up to 14 damage, but we do hold.

Bottom of Round 5: Team Compost (Us)

Zuinok tries to boost the Lifeleech again, but only gets 1 success for a total of Lifeleech 2. He lands 1 from Wither and Perish into the Wildfangs again, and the Revenants deal their expected 6 to take them up to 14 damage… but the Wildfangs are Insane.

The Revenants hold the line as best they can.

The Undead have been wonderfully tenacious, but it is not enough.

Top of Round 6: Team Xogres (Them)

An injured unit of Spearwardens lingers, holding the right zone.

Boomers now join in with a flank charge against the Revenants, and as is proper, we’ll be brought up to 28 damage before we’re devastated and routed. Team Xogres own the center as well.

The Revenants fall at the top of Round 6.

The speedy Arokamorra has a charge into the Skeleton Spears, and she rolls well, landing 5 damage off her 6 attacks, but we’re still technically holding the left zone.

Bottom of Round 6: Team Compost (Us)

The Spears poke back, landing a few damage into Arokamorra, and I learn she is not Inspiring, and will fall. We cannot escape the Ogre Warriors, so just hold. Zuinok is in range to order a boosted Lifeleech, with two successes, and the Spears end on 3 damage.

The Spears best Arokamorra!

Zuinok halts, and lobs a Fireball up at the insane Wildfangs, rolls well, and lands 5 damage, and we’ll pick the devastated unit up with a shooting attack. If I am in range to Command, I am in range for Whispers in the Utterdark, but I keep thinking it is a 6” range on the ability, and don’t heal up the Spears.

We’re still holding the left zone, and still losing, but I roll up a Round 7 to just exacerbate the loss.

Top of Round 7: Team Xogres (Them)

Guided by the Matriarch commands the nearby Ogre Warriors deftly (slightly) overperform, landing 8 damage into Zuinok, and will pick him up.

The other Ogre Warriors, who are on their own, greatly overperform, landing 13 damage into the Skeletons (8 expected), taking them up to 16 damage since I forgot to heal them. Still, the Spears hold!

Bottom of Round 7: Team Compost (Us)

For fun, we poke back at the Ogres Warriors, I think land a pitiful 1 damage, and that’s the game.

Controlling all three zones, and just about tabling both of us, this is a very strong win for Team Xogres!

Game Conclusions

There was a apparently a few questions thread on the event page that Kenny and I missed. This game we learned that Inspiring Sources can cover your partner's units (assuming no traits are required), so we could be spreading things out a little better. I believe Spells worked too, though I think Commands were verbotten since not everything has Keywords and things are a little messy on that front. The point being, that we could be helping each other a bit more! Oops.

This game was our favorite of the event. Our opponents have been to several of our Northwoods events, but I've never gotten to play them, so it was great to finally play them. It was a very tough game, spirits were high on both sides, and Kenny calling an Insane Courage result was just ridiculous. 

As an army, the Undead continued to hold pretty well, but I lacked the punch to get things done once the Forces of Nature fled the field. Speaking of, I think the Elementals were deployed a bit better here, and we just need to get them multi-charging and supporting each other a little bit more. They keep charging out and dying, and we're not making use of the Heals or Rally on the Druids to help out. With a little more patience, the Elementals look like they could set some clever traps.

A great game again some great dudes. Onto the final game of the day!

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